*visuals shown are representative of in-game features that I contributed to.
*visuals shown are representative of in-game features that I contributed to.
a UNITY ENGINE VIDEO GAME
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my roles
UI + Logo Designer | Concept Art | Player Character Designer | Sprite Assets​
a UNITY ENGINE VIDEO GAME
​
my roles
UI + Logo Designer | Concept Art | Player Character Designer | Sprite Assets​
a UNITY ENGINE VIDEO GAME
​
my roles
UI + Logo Designer | Concept Art | Player Character Designer | Sprite Assets​
a UNITY ENGINE VIDEO GAME
​
my roles
UI + Logo Designer | Concept Art | Player Character Designer | Sprite Assets​
a unity engine VIDEO GAME
​
my roles​
a unity engine VIDEO GAME
​
my roles​
a unity engine VIDEO GAME

my roles
UI + Logo Designer | Concept Art | Player Character Designer | Sprite Assets
VIDEO GAME PROJECT OVERVIEW
Rabbit Master is a 6-day Video Game rapid prototyping project completed under strict technical constraints using 'Game Boy' 2-bit colour, 160px by 144px screen resolution and user input mapping was limited to the 'Game Boy' joypad. The game was completed in Unity game engine.
I explored a purple colour palette to capture the retro horror tone and monster den atmosphere I had in mind.
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Working within a 2-bit constraint forced me to be deliberate with shadows, mid tones and highlights.


CHARACTER DESIGN
The player character had been outlined in the highlight hue to differentiate the player from the environment background. The 'hide' action inverts the colours to make it look like he tucked away into the shadow. To maintain design clarity, I focused on making the character, environment, and interactive elements immediately readable.​​




2D ASSETS
For consistency, my design guidelines reserved black (pixels off) for interactive assets. That way, anything the player could interact with stood apart from the environment. In such a small resolution, even small choices like that made a big difference in guiding attention and supporting progression.​​ Black was to look like shadows, places to hide.

UI ASSETS
With the limited resolution and pixel density, UI messaging needed to communicate clearly without overwhelming the screen. I designed high-contrast text panels using black backgrounds and purple text to ensure dialogue and gameplay prompts remained readable against the environment.
The Rabbit Master logo follows the same design constraints, using bold pixel forms and a limited colour palette to maintain clarity and visual consistency across the interface.
